Mine level progression

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Mine level progression

Postby morrogoth » Sun Mar 03, 2024 1:03 am

Podli,

I am not even going to pretend to know what drug you are tripping on.

By your suggestion, someone grinding to make decent q foods should watch their efforts blow up in their face. Like "oh I made q200 MBC, but wait its fucking me over by giving me psy over str."

If I am understanding your point, you want there to be some consequence to food grinding, but why? I mean botting and all, If the game goes your route, it seems like a whole lot of complicated hand holding. Or how about by your standards, we just remove all other stat gains, like making bear only str.

Why would they do that? its dumb as all hell. More gains means more pains? This isn't a gym. This game runs on do or don't. There is already enough "pains" mostly from quality balancing, to crop perfecting. Stop inflicting your masochism on the rest of us who actually like suggestions like Snail and Op's.

Sorry for necroing a thread.
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Re: Mine level progression

Postby Dawidio123 » Sat Jul 06, 2024 10:51 pm

Bump
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Re: Mine level progression

Postby caz » Sun Jul 07, 2024 3:33 am

Good
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Re: Mine level progression

Postby SnuggleSnail » Tue Oct 15, 2024 2:44 am

After playing with these for the last two worlds, these are some really bad pain points of the early game. I feel like these could really be "I quit" moments for newer steam players especially.


SnuggleSnail wrote:
Mine pyres bad because
  • Doesn't prevent you from being obligated to maintain minehole in starter base - even after the catchup mechanic we maintained the minehole in our starter base because it'd always be ready a day earlier.
  • It's not really telegraphed to new players at all - even most of the MAIN FACTIONS didn't figure them out after 2/3/4 days this world, how is a genuinely new player supposed to understand this?
  • It can kinda fuck you if you drop it in a bad spot you can't mine out of, resulting in you needing to build another pyre and wait another day
  • It effectively makes sieging/raiding multi-level bases impossible, not that it matters because sieging the first layer is impossible regardless
  • Sometimes when I'm rich in the late game I just wanna plop down 9 mineholes in an afternoon, and IDK it's not fun for the game to stop me for no reason

suggested fix: just make unlocking new layers a global timer as in the original suggestion, maybe make building on top of a burnt out mine pyre cheaper if you want to keep them for LARP purposes

[...]

The first 2-3 layers that give cast were AWFUL because of steel
  • The effort required to get steel was INSANE compared to previous worlds with black ore/bloodstone
  • There were seriously only 2-3 villages in the game that had people fully kitted in steel
  • The jump between bronze>steel is big enough that you can't rly fight steelbois if you don't have steel also, which is unfun for all parties involved - just results in very few fights
  • B12 style PVP is most people's strong preference (shield up/chip damage metas are braindead/stat based/boring) and while the 1-2 weeks of UA/sword fights are funny, B12s shouldn't rly be delayed for longer

Suggested fix: add bloodstone ore black ore to to steel crucible's recipe to prevent people from forcing it during the chalco stage. OR just take the obvious/easy option of putting blackore on earlier levels, but I know you won't do that :roll:

edit: The above feels like a very imperfect fix compared to raising the output amount of ores like chalco due to it making a time crunch to find blackore to get steel up ASAP, and also further delaying B12 combat (best combat) for an unnecessarily long time. However, I still think it'd be better than current mechanics.





Also, clay mould timers being so long feels bad
  • Unlike minehole layer timers, they don't keep people running at the same pace, it's just waiting for no reason
  • Things that take moulds basically don't get traded because you can't make them to order
  • It feels bad to feel like it's inefficient or you're wasting materials by using old tools/anvils when you have an upgrade drying
  • It prevents you from playing the parts of the game you want to play, for example if you need to craft something on the anvil that's drying to not softcap ore so badly
  • It's just not fun to wait when you already did the work
  • It's also not fun to feel rushed so you can """wait efficiently""", like staying up later than you want to make an anvil so it can dry while you sleep/work

Suggested fix: make anvil dry time 5 minutes, and everything else like 1 minute
Last edited by SnuggleSnail on Tue Oct 15, 2024 8:30 am, edited 1 time in total.
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Re: Mine level progression

Postby Dawidio123 » Tue Oct 15, 2024 8:22 am

SnuggleSnail wrote:Suggested fix: make anvil dry time 5 minutes, and everything else like 1 minute

Yes.
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Re: Mine level progression

Postby Okocim » Tue Oct 15, 2024 12:02 pm

When pyres were introduced it made me quit the game early, but I made a 180 since then. I think pyres in the current form are great and I don't want them changed.
Regarding progression, I very much like the idea of locking steel behind L4/L5 stone.
When it comes to cast cool down timer, I do think it's a bit too long.
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Re: Mine level progression

Postby Robben_DuMarsch » Tue Oct 15, 2024 1:32 pm

Anvil dry time is a timegate on spiraling, and I think it should stay.
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Re: Mine level progression

Postby SnuggleSnail » Tue Oct 15, 2024 1:55 pm

You would need US military levels of funding/automation for the bottleneck on spiraling to be the drying timer instead of materials. Every piece of ore on every mine layer would be consumed before the end of a month to get to like the 30th spiral even with the drying time gate.

That is a very silly opinion to have
Last edited by SnuggleSnail on Tue Oct 15, 2024 2:01 pm, edited 1 time in total.
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Re: Mine level progression

Postby Robben_DuMarsch » Tue Oct 15, 2024 1:59 pm

SnuggleSnail wrote:You would need US military levels of funding/automation for the bottleneck on spiraling to be the drying timer instead of materials.


And here we are.
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Re: Mine level progression

Postby Dawidio123 » Tue Oct 15, 2024 4:32 pm

Okocim wrote:When pyres were introduced it made me quit the game early, but I made a 180 since then. I think pyres in the current form are great and I don't want them changed.
Regarding progression, I very much like the idea of locking steel behind L4/L5 stone.
When it comes to cast cool down timer, I do think it's a bit too long.

Eh mine pyres are aight, but i think just having mine levels be timegated without having to build minepyres everytime would be the same thing but less annoying if you ever decide to move and you cannot be a day behind as you can be right now.
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